From c8d0223011fb3c5f716eb3c37adbdefb4297c270 Mon Sep 17 00:00:00 2001 From: The Roofer Dev Date: Sat, 20 Jun 2026 14:39:56 -0400 Subject: [PATCH] HDR: honest wording (not native/per-game HDR) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Rename "native HDR" to "HDR output (scRGB inverse tone mapping)" in the settings tooltip and code comments. The feature expands the final SDR image into an scRGB float swapchain and inverse-tone-maps it (lift highlights, keep blacks) — an AutoHDR-style retrofit, not native per-game HDR. The toggle behaviour is unchanged. --- src/Ryujinx.Graphics.OpenGL/Window.cs | 2 +- src/Ryujinx.Graphics.Vulkan/Window.cs | 2 +- src/Ryujinx/Systems/Configuration/ConfigurationFileFormat.cs | 2 +- src/Ryujinx/Systems/Configuration/ConfigurationState.Model.cs | 2 +- src/Ryujinx/UI/Views/Settings/SettingsGraphicsView.axaml | 2 +- 5 files changed, 5 insertions(+), 5 deletions(-) diff --git a/src/Ryujinx.Graphics.OpenGL/Window.cs b/src/Ryujinx.Graphics.OpenGL/Window.cs index b1b68d809..d5bd9e159 100644 --- a/src/Ryujinx.Graphics.OpenGL/Window.cs +++ b/src/Ryujinx.Graphics.OpenGL/Window.cs @@ -426,7 +426,7 @@ namespace Ryujinx.Graphics.OpenGL public void SetHdrMode(bool enabled, float paperWhite, float peak, float curve) { - // Native HDR output is only implemented on the Vulkan backend. + // HDR output (scRGB inverse tone mapping) is only implemented on the Vulkan backend. } } } diff --git a/src/Ryujinx.Graphics.Vulkan/Window.cs b/src/Ryujinx.Graphics.Vulkan/Window.cs index 5889fa85f..9bc779a7b 100644 --- a/src/Ryujinx.Graphics.Vulkan/Window.cs +++ b/src/Ryujinx.Graphics.Vulkan/Window.cs @@ -232,7 +232,7 @@ namespace Ryujinx.Graphics.Vulkan private static SurfaceFormatKHR ChooseSwapSurfaceFormat(SurfaceFormatKHR[] availableFormats, bool colorSpacePassthroughEnabled, bool hdrEnabled) { - // Native HDR output: when HDR is enabled and the surface advertises the scRGB + // HDR output (scRGB inverse tone mapping): when HDR is enabled and the surface advertises the scRGB // (extended sRGB linear) HDR colorspace, select the 16-bit float swapchain. That // colorspace is only enumerated on a genuinely HDR-capable display/OS, so on an SDR // display this branch never triggers and the normal SDR format is used unchanged. diff --git a/src/Ryujinx/Systems/Configuration/ConfigurationFileFormat.cs b/src/Ryujinx/Systems/Configuration/ConfigurationFileFormat.cs index 5e5c0721e..70ac24f43 100644 --- a/src/Ryujinx/Systems/Configuration/ConfigurationFileFormat.cs +++ b/src/Ryujinx/Systems/Configuration/ConfigurationFileFormat.cs @@ -70,7 +70,7 @@ namespace Ryujinx.Ava.Systems.Configuration public int ScalingFilterLevel { get; set; } /// - /// Enables or disables native HDR output (scRGB) with SDR->HDR tone mapping. + /// Enables or disables HDR output (scRGB) via SDR->HDR inverse tone mapping (AutoHDR-style retrofit, not native per-game HDR). /// public bool EnableHdr { get; set; } diff --git a/src/Ryujinx/Systems/Configuration/ConfigurationState.Model.cs b/src/Ryujinx/Systems/Configuration/ConfigurationState.Model.cs index 66632e5d1..3de0f713f 100644 --- a/src/Ryujinx/Systems/Configuration/ConfigurationState.Model.cs +++ b/src/Ryujinx/Systems/Configuration/ConfigurationState.Model.cs @@ -621,7 +621,7 @@ namespace Ryujinx.Ava.Systems.Configuration public ReactiveObject ScalingFilterLevel { get; private set; } /// - /// Enables or disables native HDR output (scRGB) with SDR->HDR tone mapping. + /// Enables or disables HDR output (scRGB) via SDR->HDR inverse tone mapping (AutoHDR-style retrofit, not native per-game HDR). /// public ReactiveObject EnableHdr { get; private set; } diff --git a/src/Ryujinx/UI/Views/Settings/SettingsGraphicsView.axaml b/src/Ryujinx/UI/Views/Settings/SettingsGraphicsView.axaml index 9e5b17fd7..a2cb17995 100644 --- a/src/Ryujinx/UI/Views/Settings/SettingsGraphicsView.axaml +++ b/src/Ryujinx/UI/Views/Settings/SettingsGraphicsView.axaml @@ -96,7 +96,7 @@ + ToolTip.Tip="Expands the SDR image to HDR via inverse tone mapping into an scRGB float swapchain — similar to Windows AutoHDR, but tuned to keep blacks black and only lift highlights. This is not native/per-game HDR: the game still renders in SDR. Only engages on an HDR-capable display with HDR enabled in the OS; SDR displays are unaffected. Vulkan only.">